scholarly journals Penggunaan Pendekatan Keterampilan Proses Padapembelajaran Tematik Terpadu Untuk Meningkatkan Aktivitas Belajar Siswa

Author(s):  
Anton Saputra ◽  
Firman Firman ◽  
Neviyarni Neviyarni

This study aims to improve the students’  activities and learning outcomes in grade 3 of  Public Elementary School 24 in Luak Bayau  Sulit Air  Kecamatan X Koto Diatas Kabupaten Solok. This research is a Classroom Action Research (PTK)  that is an improvement in the learning process. In doing so, the study consisted of two cycles. Each cycle was held two meetings consisting of planning, action, observation, and reflection of each meeting. Results of the data analysis show that the using of the skill process approach can improve the student’s activities and thematic learning outcomes in the student’s crafts themed in grade 3 SD Negeri 06 Sulit Air Rawang. So that the learning activities of students in the first cycle with student’s average score of 66.7 (standard qualification), increased in the second cycle is on student’s average with 84.3 (good qualifying). On the other side, the learning outcomes of students in the first cycle with an average of 75.6  (good qualifying), also increased in the second cycle is the average score of 84.2 (better qualifying).

2018 ◽  
Vol 6 (2) ◽  
Author(s):  
Linda Vitoria ◽  
Vivi Vanda Akhwilla

Numbered Heads Together (NHT) is a teaching approach that promotes students' involvement in group discussion. This article reports a classroom action research conducted to improve students’ learning acievement in fractions at Grade V SDN 2 Banda Aceh. The participants were students of Class VA which consisted of 34 students, 22 boys and 12 girls. The research was conducted in 2 cycles, each consisted of 4 classroom meetings. The procedure of the research involved four stages: planning, action, observation, and reflection. The research questions covered students’ learning activities, students’ learning outcomes, and students’ responses on the implementation of NHT in the teaching of fractions. Results show that there were improvements in students’ learning activity from the average score of 2,57 in cycle 1 to 3,04 in cycle 2. Students’ learning outcomes improved from the average score of 66,30 in cycle 1 to 75,38 in cycle 2. Students’ responses in cycle 1 was 82,35% positive and increased to 88,24% in cycle 2. These results imply that the implementation of NHT is beneficial for students’ learning. 


2018 ◽  
Vol 2 (4) ◽  
pp. 433
Author(s):  
Gede Hendri Setiawan

This study aims to improve the activity and results of learning the basic techniques of basket ball through the implementation of cooperative learning model NHT on VIII E grade students of SMP Negeri 1 Sukasada. This research is a classroom action research is the teacher as researcher. Conducted in two cycles consisting of stages of planning, action, observation / evaluation and reflection. Subjects were VIII E grade students of SMP Negeri 1 Sukasada, 34 students consisting of 20 male and 14 female student. Data were analyzed by descriptive statistics.Based on the results of data analysis techniques for learning activities on the basis of passing a basket ball preliminary observations 5,59 (less active), and the first cycle increased to 7,1 (moderately active) and 8,6 (active) in the second cycle. While the percentage of basket ball learned the basic techniques of basket ball preliminary observations by 62,2% (less), 72,2% in the first cycle (pretty good) and 81,7 (good) on the second cycle. Based on the results of data analysis and the discussion concluded that the activities and outcomes of student learning the basic techniques of basket ball through the application of cooperative learning model NHT on VIII E grade students of SMP Negeri 1 Sukasada school year 2017/2018. Recommended to Penjasorkes teachers to use cooperative learning model NHT, because it proved to be effective to enhance the activity and learning outcomes.


Author(s):  
Hardison Hardison

This study aims to describe students’ activities and their learning outcomes using make a match type of cooperative learning model in learning hiwar. This research is a classroom action research consisting of two cycles. Each cycle consists of planning, action, observation and reflection. Data were collected through observation and then analyzed by using descriptive qualitative technique. The results of the data analysis indicate that make a match type can increase the activity and learning achievement of class X MAS Plus Padang Ganting students. The relevancy of students’ activities and learning activities in cycle II is increased for about 23.11%, and the unrelevancy of students’ activities and learning activities is decreased for about 16.26% in cycle II. While, students’ understanding about hiwar is increased 13.33%, and learning completeness is also increased 20.86% in cycle II.


Author(s):  
Santhy Rahmawati Putri ◽  
Sri Wahyuni ◽  
Pudjo Suharso

Learning is the process of delivering information from teachers to students. One of the elements contained in the learning process is the media. Learning media is needed by the teacher to support all learning activities. Along with the development of information technology, there are many created Internet-based learning media one of them is Edmodo. Edmodo required by students to be active in teaching and learning activities both in the classroom and outside the classroom. SMK Negeri 1 Jember is one of many schools that have been familiar with internet based learning but have not used Edmodo media yet. This study aims to improve the activity and learning outcomes of students of X Marketing class in SMK Negeri 1 Jember in Marketing Business Management subjects through Edmodo learning media. This study is a classroom action research. The research was conducted at SMK Negeri 1 Jember academic year 2016/2017 with research subject of class X of PM 3 amounted to 39 students and object of research on Marketing Business Management subject. Data collection using observation method, interview, test and documentation. This research was conducted by using 2 cycles consisting of planning, giving action, observation and reflection. Data analysis techniques used in this study is the data analysis of learning activities through observation and analysis of learning results through the test. The results showed that the increase of learning activity from the initial condition of 44% to 60,7% in cycle 1 and increased to 92,5% in cycle 2. Improved learning outcomes can also be seen from the average score of students is 66,7 on The initial conditions increased to 72,37 in cycle 1 and 80,10 in cycle 2. The conclusion that the use of Edmodo learning media was able to increase the activity and learning outcomes of students of class X of PM 3 on the subjects of Marketing Management.


2018 ◽  
Vol 32 (1) ◽  
pp. 67-75
Author(s):  
Nichen Irma Cintia ◽  
Firosalia Kristin ◽  
Indri Anugraheni

The study aims to find and describe the model of Discovery Learning in increasing students’ thinking creative ability and the results of five-grader student SD Negeri Sidorejo Kidul 02, Tingkir. The study was conducted in SD Negeri Sidorejo Kidul 02, Tingkir on 9 March, 2018. The type of the study which is Classroom Action Research (PTK) has done in 2 cycles. One cycle consists of four stages: planning, action, observation, and reflection. The total students of subjects of the five-grader research were 39 students. The study was used test and non test data collection. The study was used both quantitative and qualitative analysis.The initial condition percentage of creative thinking ability is 33.2% and the average score was 13.3. The completeness learning results were 38% with an average was 60, 72,5 for the highest score, 45 for the lowest score. Cycle I, students' creative thinking ability was 73%, with an average score was 29,2. Presentation of learning result was 71.8%, an average score was 69.48, 82.5 for the highest score and 50 for the lowest score. Cycle II, percentage of creative thinking ability was 81.2%, an average score was 32.2. The learrning result was in average of 74.2, 87.5 for the highest score and 55 for the lowest score. It can be concluded that the implementation of the Discovery Learning model can increase the ability of creative thinking and the learning outcomes of students’ thematic learning for five-grader students in SDN Sidorejo Kidul 02 Tingkir.   References Al-Khalili, A. (2005). Mengembangkan kreativitas anak. Jakarta: Pustaka AL Kautsar. Anugraheni, I. (2017). Analisa faktor-faktor yang mempengaruhi proses belajar guru-guru sekolah dasar. Jurnal Manajemen Pendidikan, 4(2), 205-212. doi: https://doi.org/10.24246/j.jk.2017.v4.i2.p205-212 Anugraheni, I. (2017). Penggunaan portofolio dalam perkuliahan penilaian pembelajaran. Jurnal Pendidikan Dasar Perkhasa, 3(1), 246-258. doi: https://doi.org/10.31932/jpdp.v3i1.40 Arikunto, S. (2008). Penelitian tindakan kelas. Jakarta: PT Bumi Aksara. Darmadi. (2017). Pengembangan model dan metode pembelajaran dalam dinamika belajar siswa. Yogyakarta: CV Budi Utama. Depdiknas. (2006). Kurikulum tingkat satuan pendidikan (KTSP). Jakarta: Departemen Pendidikan Nasional. Hanifah, U., & Wasitohadi. (2017). Perbedaan efektivitas antara penerapan model pembelajaran discovery dan inquiry ditinjau dari hasil belajar IPA siswa. Jurnal Mitra Pendidikan, 1(2), 92-104. https://e-jurnalmitrapendidikan.com/index.php/e-jmp/article/view/60 Indriasih, A. (2015). Pemanfaatan alat permainan edukatif ular tangga dalam penerapan pembelajaran tematik di kelas III SD. Jurnal Pendidikan, 16(2), 127-137. http://jurnal.ut.ac.id/index.php/JP/article/view/253 Kristin, F., & Rahayu, D. (2016). Pengaruh penerapan model pembelajaran discovery learning terhadap hasil belajar IPS pada siswa kelas 4 SD. Scholaria: Jurnal Pendidikan & Kebudayaan, 6(1), 84-92. doi: https://doi.org/10.24246/j.scholaria.2016.v6.i1.p84-92 Kristin, F. (2016). Analisis model pembelajaran discovery learning dalan meningkatkan hasil belajar siswa SD. Jurnal Pendidikan Dasar Perkhasa, 2(1), 90-98. doi: https://doi.org/10.31932/jpdp.v2i1.25 Maharani, Y. B., & Hardini, I. T. A. (2017). Penerapan model pembelajaran discovery learning berbantuan benda konkret untuk meningkatkan hasil belajar IPA. Jurnal Mitra Pendidikan, 1(5), 249-561. https://e-jurnalmitrapendidikan.com/index.php/e-jmp/article/view/106 Mawardi, H., dkk. (2014). Penerapan pembelajaran tematik untuk meningkatkan aktivitas belajar kelas I SD. Jurnal Pendidikan dan Pembelajaran, 3(7), 1-9.  Sani, R. (2014). Pembelajaran saintifik untuk implementasi kurikulum 2013. Jakarta: PT. Bumi Aksara.


2020 ◽  
Vol 13 (2) ◽  
pp. 41-55
Author(s):  
Indrianto Arif Ramadhana ◽  
Jeff Agung Perdana

Forearm pass is one of the materials that must be mastered by students of class X Senior High School. In fact, many students do not yet master and know forearm pass techniques. This research is a classroom action research (CAR) with two cycles. Each cycle consists of 4 stages, namely: planning, action, observation and reflection. Data collection was carried out using observations and questionnaires. Data were analyzed using Hake's Normalized Gain formula. From the results of the study it is known that the psychomotor domain of students increased by 0.42 with average criteria from cycle 1 to cycle 2. The affective domain increased by 0.37 with average criteria. The cognitive domain increased by 0.39 with average criteria. Based on the results of the data analysis, it can be concluded that learning forearm pass techniques with games method can improve student learning outcomes.


2020 ◽  
Vol 3 (2) ◽  
pp. 61
Author(s):  
Lidia Muri

The study aimed to describe the implementation of scaffolding game media to improve learning outcomes of thematic learning in VI-grade at SDN 27 Pontianak (Pontianak 27 State Elementary School). The research method used by researchers was descriptive. The form of research was Classroom Action Research. Data collection techniques in this study were observed and questionnaire responses of students. Research collection tools in the form of observation sheets. This research was conducted for two cycles. The results of this study included the ability of teachers to plan learning using scaffolding game media, namely cycle I (85.81%), increased 9.94% in cycle II (95.75%) with an average value of 87.41% (category very good). The ability of teachers to implement learning in the first cycle (76.19%) increased by 16.27%, and the second cycle to 92.46% with an average value of both cycles of 92.46% (very good category), an increase of 16, 27%. The first cycle learning activities with an average of 76.45% increased by 14.84% in the second cycle with an average value of 89.07%, the average score of the second cycle learning activities 81.65% (once category) and the questionnaire response positive students as much as 85.93% (very good category). The first cycle learning outcomes test with an average value was 76.45, and the second cycle was 79.48%, the average value of the learning outcomes test was 77.97% (good category), and an increase of 30.3%. Based on data analysis of student learning outcomes, shows that the use of Scaffolding Game media can improve student learning outcomes.


2021 ◽  
Vol 12 (1) ◽  
pp. 23
Author(s):  
Aris Try Andreas Putra ◽  
Sufiani Sufiani

<em>This study aims to describe the application of the snowball throwing learning model in improving the learning outcomes of students in Islamic religious education subjects in class VIII 2 at SMP Negeri 23 Konawe Selatan. This type of research is a classroom action research (PTK) with research procedures in two cycles with several stages, namely planning, action, observation and reflection. The data collection techniques used were observation, test learning outcomes and documentation. Observations were made to determine the activities of researchers and students in implementing learning. Learning outcome tests are carried out to determine the completeness of student learning outcomes. Meanwhile, documentation is used to obtain data about the state or number of students who will be studied in class VIII 2 SMP Negeri 23 Konawe Selatan. From the results of the study, students who scored above 70 in the pre-cycle initial test were 5 people with an average of 59.14 and a percentage of 23, 80%. After the implementation of cycle I, 11 students who achieved mastery learning above a value of 70 with an average score of 63.80 and a percentage of 52.38%. Furthermore, after the implementation of cycle II, 17 students who obtained a value of 70 and above with an average of 71.90 and a percentage of 80.95%.</em>


Author(s):  
Karlina Wong Lieung ◽  
Dewi Puji Rahayu

The problem that occurs in fourth grade students of SD Inpres Semangga 1, Merauke Regency is the importance of improving social studies and the nationalist character of students. This study aims to improve social studies learning outcomes on the beauty of diversity in my country theme and the nationalist character of fourth grade SD Inpres Semangga 1, Merauke Regencies students. This research is a classroom action research. The study was conducted in three cycles with each cycle consisting of planning, action, observation, and reflection. The studies subjects were the fourth grade students of SD Inpres Semangga 1, Merauke Regency. The data used in this study were students, teachers, and observers. Data analysis uses quantitative and qualitative techniques, including data reduction, data presentation, and drawing conclusions. The results of pretest grade IV students used the concept map method of 41.76, increasing in the first cycle of 72.06, second cycle 76.47, and third cycle 80.59. The nationalist character of the students from the first cycle was categorized by 17.65%, increased in the second cycle by 70.59% and in the third cycle was 94.12%.


2021 ◽  
Vol 7 (1) ◽  
pp. 18-28
Author(s):  
Mar'atun Susanti

Abstract: This study aims to improve learning outcomes using QR Code-based poster media on the Excretion System in Humans. This type of research is classroom action research using the Hopkins model. Through 2 cycles starting from planning, action, observation, and reflection. The object of the research was 32 students in class 8E. Data collection tools used tests, questionnaires and observation sheets. The results showed that the cognitive value in the pre-cycle activities obtained an average percentage of 16% with the low category, in the first cycle it got an average percentage of 84.8%, and in the second cycle it got 85% in the very good category while the teacher activity in the first cycle obtained The average value is 79% in the good category, the second cycle gets a value of 96% in the very good category and the activities of the students in the first cycle get an average score of 69% in the good enough category, the second cycle gets a value of 94% in the very good category. The results of the questionnaire showed that 77% of students liked poster media with QR codes. Based on these results, it shows that the application of QR Code-based poster media can improve learning outcomes of 8E grade students of SMPN 1 Warungkiara. Keywords: Poster media, QR code, learning outcomes


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